I want just enough complexity in the multiplayer game to model most of the major map-altering political and military events of the ancient world in some way. I was thinking I might actually welcome another party telling me when I should play at a hard level, or when I should give myself a break by playing at a lower level. Sometimes when I play single-player it feels that I'm choosing whether I win or lose when I select the difficulty rating. So, given that there already is a variable difficulty system in single-player FoG, I thought I'd take advantage of that. Ancient empires did have a tendency to collapse rather quickly, though, the Byzantines being a relatively rare example of a regional hegemon power being reduced to a regional peer power. The imperial decay system described above would be for single-player games, where I can't count on the AI to cooperate against a player. I was counting on peripheral players to keep the big empires busy. Thanks for the feedback - the multiplayer basically just is pieces on the board. These apply to the older Monogame version, and not the new Unity version.ĩ00CEScreenshotSmall.png (331.38 KiB) Viewed 6769 times There is a "Help" link at the top-right corner of the page which gives advice on basic game concepts.Ī number of issues related to bugs encountered while installing it are on page 5 and 6 of this thread, and also page 13. The game was written and was tested on 64-bit Windows 10. When you open it, click on the TidesOfConquestUnity icon with the Unity symbol. First you extract the file into a folder, which is a WinRar option if you right-click on the package. Installation instructions for the Unity version * Far Eastern armies up to the 11th century (Song) from the updated Silk Road mod You can borrow ideas from your neighbors and spread them to the successor states that follow after you. * A broad range of institutions that differentiate realms from one another. * Players can fight FoG2 battles at their preferred level of difficulty, with low levels representing cautious campaigns and high levels represent Alexander- or Caesar-style high stakes gambles. * In addition to realm vs realm conflict, fight battles triggered by religious upheaval to social unrest to nomad migrations * FoG2 army lists assigned dynamically according to a realm's culture, the time period, social organization, and its location Even the biggest empires will crash eventually, urban civilization will slowly spread outward from its cradles into more peripheral regions, etc. * A relatively realistic ebb and flow of power that will yield believable alternate histories. Playing in the Far East will require the Silk Road mod. The map covers Europe, northern Africa and Asia. The are 11 starting setups from 700 BC through to 1200 CE, the entire period covered by FoG2 and its DLCs. Plan your campaigns here, fight battles in FoG2, enter the results here, and follow the progress of your realm through history. 900CEScreenshotSmall.png (331.38 KiB) Viewed 6764 times What's this?Ī unofficial stand-alone tool that can be used for single-player campaigns.
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